Space Engineers

Space Engineers

Attachments - large to small grid without limits!
This topic has been locked
Devlah Jul 20, 2016 @ 4:50pm
Error Reporting
SE 1.144 (Stable):
Dedicated server crash when merging large grid with small grid. Excerpt from log follows:
Exception occured: VRage.Library.Collections.BitStreamException: Error when reading using BitReader ---> System.IO.EndOfStreamException: Cannot read from bit stream, end of steam --- End of inner exception stack trace --- at VRage.Library.Collections.BitStream.ReadInternal(Int32 bitSize) at VRage.Library.Collections.BitStream.ReadUInt32Variant() at VRage.Network.MyReplicationLayer.ProcessEvent(BitStream stream, EndpointId sender) at VRage.Network.MyReplicationLayer.ProcessEvent(MyPacket packet) at Sandbox.Engine.Multiplayer.MyTransportLayer.ProcessMessage(Byte[] data, Int32 dataSize, UInt64 sender, TimeSpan timestamp) at Sandbox.Engine.Multiplayer.MyTransportLayer.HandleMessage(Byte[] data, Int32 dataSize, UInt64 sender, TimeSpan timestamp) at Sandbox.Engine.Networking.MyReceiveQueue.ProcessMessages(NetworkMessageDelegate handler, TimeSpan delay) at Sandbox.Engine.Networking.MyReceiveQueue.Process(NetworkMessageDelegate handler, TimeSpan delay) at Sandbox.Engine.Networking.MyNetworkReader.Process(TimeSpan lag) at Sandbox.MySandboxGame.Update() at Sandbox.Engine.Platform.Game.UpdateInternal() at Sandbox.Engine.Platform.Game.RunSingleFrame() at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass1.<Run>b__0() at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback) at Sandbox.Engine.Platform.Game.RunLoop() at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen) at VRage.Dedicated.DedicatedServer.RunInternal() at VRage.Dedicated.DedicatedServer.RunMain(String instanceName, String customPath, Boolean isService, Boolean showConsole) at VRage.Dedicated.WindowsService.MainThreadStart(Object obj) at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart(Object obj) 2016-07-20 23:33:15.426 - Thread: 6 -> InnerException: 2016-07-20 23:33:15.426 - Thread: 6 -> Exception occured: System.IO.EndOfStreamException: Cannot read from bit stream, end of steam

In this instance, what I did was:
Placed a vanilla merge block on the back of a small ship.
Started a new large ship, placed a refinery block.
Added the merge plate to one of the conveyor doors on the refinery.
Placed another vanilla merge block on the (small grid) plate.

The moment the two merge blocks connected and turned green, the server crashed.
Last edited by Devlah; Jul 20, 2016 @ 4:56pm
< >
Showing 1-3 of 3 comments
Digi  [developer] Jul 20, 2016 @ 4:53pm 
Well I've seen that error reported before on the forum and it's not caused by mods, it's just an issue in the DS.
Devlah Jul 20, 2016 @ 4:56pm 
Ah, ok. Good to know.
[16:59:03] ERROR: [16:59:03] (PRE-INIT) ERROR: System.NullReferenceException: Object reference not set to an instance of an object.
at Digi.Attachments.AttachmentBase.UpdateAfterSimulation()
[16:59:03] Initialized.
[16:59:04] ERROR: System.NullReferenceException: Object reference not set to an instance of an object.
at Digi.Attachments.AttachmentBase.UpdateAfterSimulation()

-|990 lines of that texts repeating|-

[16:59:17] ERROR: System.NullReferenceException: Object reference not set to an instance of an object.
at Digi.Attachments.AttachmentBase.UpdateAfterSimulation()
[16:59:19] Mod unloaded.
< >
Showing 1-3 of 3 comments
Per page: 1530 50